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BIO-NAVY: Quasi-repost: Tyranid Orbital Assets

 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Fri Jul 08, 2005 4:43 am 
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Well, as Ragnarok and I didn't exactly have the best timing for posting this idea (a week or so before the move) I thought I'd post the condensed, cleaned-up version for your consideration.

Tyranid Orbital Weaponry:
Pyro-acid bombardment:
Many tyranid ships carry large batteries of bio-artillery to use against enemy fleets. These monstrous guns do not fire conventional ammunition - They shoot Pyro-acid spores.

A distant relative of the Spore Mine, each Pyro-acid spore is a hollow chitin shell packed with a highly corrosive acid, and a brood of vicious but short-lived Tyranid creatures in womb-like sacs.

Upon impact, the gallons of acid will eat into the ship, accompanied by the thrashing claws of the brood, causing extensive damage before the creatures themselves succumb to the volatile liquid.

Occasionally, these massive cannons will be directed planetward, and gargantuan pyrocannon clusters will spasm and fire, bombarding the planet and leaving blistering pools of acid that later form the basis for the digestion pools that feed the fleet and allow the Tyranids to regain lost biomatter from the world's conquest.


Plot out a pyro-acid bombardment like any other orbital bombardment. The Pyro-acid spores use the small blast template and scatter only D6 inches, not 2D6. Each bombardment uses three templates, roll to scatter for each from the target point. Any model wholly or partially under the template  suffers an AP6+AT6+ Disrupt, Ignore Cover hit.
Note: the creation of permanent Acid Pools in-game was apparently seen as too complex, so it was scrapped. Perhaps it could be added as a suggested rule in the list?

Nightmare Spores:
When Tyranids attack a planet, one of their main methods of assault is by pumping billions of spores into the atmosphere. these land on the planet and begin Tyranoforming the world while the defenders are still trying to save it. During the tyranid assault on Triplex Phall, 15 trillion tonnes of spores of various types are estimated to have been used

In the long term, the spores will turn the ground to a sludge of digested vegetable matter, and strange parasitic plants will develop over trees and buildings. In the short term, however, the effect is that the microscopic spores clog airways, jam weapons and generally add to the sense of a hopeless fight against the planet itself, some defenders have been known to rout just having seen the sky turn black with the tiny tyranid micro-organisms.


When the Nightmare spores are used, every enemy formation (including flyers) takes D3-1 Blast Markers. this can be reduced by 1 if the formation contains a unit with the Leader ability.

Mycetic reinforcements:
Mycetic spores are not limited to the early stages of a planetary invasion. Although the initial transfer of forces leaves the Tyranid ships almost devoid of life, they still contain a considerable number of forces in hormone-induced stasis, ready to be aroused to repel boarding teams, should the prey-creatures be so audacious as to attempt it. Occasionally, however, a tyranid ship will receive the command to disgorge it's defenders onto the planet below via large banks of spore clusters on its underside. These spores will fall like deadly hail into the midst of the Tyranid ranks, smashing open to bolster the attack and hasten the slaughter. The sight of the Tyranid swarms swelling in size in a matter of minutes is more than many defenders can take, and they flee - usually into the waiting claws of the Brood.

When the Mycetic reinforcement "attack" is made, all Tyranid broods that contain a Synapse creature gains D6 creatures as if it had just spawned (they DO NOT gain an extra D6 if there is no enemy within 30cm). If a 6 is rolled, any single enemy formation within 30cm of that formation gains a Blast Marker (Tyranid player's choice if more than one formation is within 30cm)

Tyranid Hivefleet Support
Droneship:200pts
These small and fast vessels make up the bulk of most Hivefleets. they mount single, specialised weapon systems and are used as cannon fodder. One equipped to support an invasion force will be armed with massive vents for expelling necrotic spores or a huge distended body packed with Mycetic spores.

The droneship may take one of the following weapons/abilities for free:
- Mycetic reinforcements
- Nightmare spores
In addition, it may have:
- 0-5 Mycetic spores at 25 points each

Hiveship: 350points
These massive floating behemoths form the nexus of the Tyranid fleet. each one is well over six kilometres long, and dwarf any of their equivelants. At the core of each one is a Norn Queen, a colossal organic gene sequencer and source of the Tyranid creatures that seek to infest and consume the galaxy. When a Hiveship chooses to lend its firepower to the battlefield, the effects are invariably devastating

The Hiveship may take two of the following weapons/abilities for free (duplicates may be taken):
- Mycetic reinforcements
- Nightmare spores
- Pyro-acid bombardment
In addition, it may have:
- 0-10 Mycetic spores at 25 points each
- up to one additional main weapon/ability at +100 points (troplicates may be taken)*
The Hiveship is Slow and Steady (or whatever that rule's called)

*This is HIGHLY dubious, I put it in to represent the really HUGE ships that the Tyranids can bring to bear.

[Notes]
I've kept the Tyranid orbital support in a strictly supporting role - the focus of the list is the Swarm, and I didn't want to detract from that, so the fleet is mostly centred on disruption of the enemy or augmentation of the swarm. The only directly damaging attack is the Pyro-acid bombardment, and I kept that deliberately weak, but high on BM-causing effects. Let the Imperium and the Eldar have their battlefield-shattering bombardments, we have the ability to rejuvenate the swarm with reinforcements and smash large enemy formations into dust.

The ships are expensive, but that's because they're versatile - and if you want to pay almost 500 points for a fully-decked Hiveship, then good for you, but remember it's damn near useless without any Synapse creatures left.

So, Ideas? Comments? remember, it may look nasty, but it isn't, it's just *weird*

EDIT: Big ol' Spellcheck.






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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Fri Jul 08, 2005 9:52 pm 
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Hi Charax,
definitely interesting. A couple of comments - but keep in mind I'm a non-player (not many Epicists here in Malta :( )

1 - the pyro-acid bombardment reminds me of the old triple-ended template attach (forgot the name) - and I'd make the three templates scatter as one and get deployed touching each other - makes it slightly less (or more) effective, depending on where it hits.

2 - the nightmare spores are excellent fluff-wise - but I feel they're a bit too powerful. Any practicing player care to comment?

3 - How do the mycetic reinforcements/spores work? For example, the drone shis have mycetic reinforcements and mycetic spores (at a a cost) - does each of these give d6 stands? I personally would apply this to a sewlected brood, not all.

Cheers for now.

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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Fri Jul 08, 2005 10:18 pm 
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Oooh, the warm glow of feedback.

1) That's a possibility, but it's supposed to represent a small cluster of munitions that don't necessarily need to land in the same area. it's supposed to disrupt as many different formations as possible without using the large template.

2) Well, I'm a practising player, just not a practising Nid player - D3-1 BM should be enough to impair many formations, due to suppression and reduced activation rolls. It may be enough to break a formation or two, but most formations will be gaining a maximum of one BM (because of Leaders) which they can easily get rid of in the end phase - if used correctly, it could turn the tide, but the same could be said of many things.

3)
Mycetic spores add +D6 to the number of units that can be spawned during a spawning action. they can be used at any time that the action is taken.

Mycetic reinforcement basically gives every unit a free spawning action, but modified (spawning through reinforcement is +D6, not +D6, +2D6 if no enemy are within 30cm). I tied in the existing spores to the spacecraft because, well, that's how they work, they're deployed from orbit. It's up to MS if he wants to limite the Spores for use only when the Spacecraft is over the battlefield - I wouldnt.

Thanks for replying - glad you liked the background, I wrote it myself  :D


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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sat Jul 09, 2005 6:40 am 
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(1) Ok, anyway, an orbiting craft would pass overhead at very high speeds anyway.
(2) Umm - I like the background to this, but still feel it's a bit tough - wait a mo, though, how many times can it be used? If once, perhaps it might be more balanced.
(3) Ah, I understand. Together with the spores this emphasizes the Nid background - in this case, the 'wave of beasties' feel. Trouble is, not enough Nids, far less players hereabouts to test these. Any takers?

PS - congrats for the background to fluff tie-in. :D :D :D

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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sat Jul 09, 2005 6:56 am 
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Maybe I can prod my group into playtesting...next time we play, that is  :O

my 2cents,

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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sat Jul 09, 2005 6:57 am 
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Oh, btw, nice writeup.  

:D

my 2cents,

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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sat Jul 09, 2005 10:25 am 
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Glad to see that you brough this over.  I still think that the nigfhtmare and mysetic should be 0-1 and the pyro 1+.

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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sat Jul 09, 2005 12:54 pm 
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I don't really want anything to be 1+ - you can only have one ship, and if that happens to be a droneship, then you're negating the choice that people pay extra for. Same with making the others 0-1. 0-2 maybe, that'd stop someone taking 2 mycetic reinforcements + Nightmare spores. Eww

The major disadvantage with mycetic reinforcements is that Spawning only allows you to bring back units that have died - if you dont have enough dead units in your spawning pool (reminds me of starcraft) then you're wasting the ability.

vanvlak:
2) it can be used as many times as the spaceship buys it - so up to twice if it's bought for a hiveship and the 0-2 limitation is introduced. Droneships can only use it once.






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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sat Jul 09, 2005 3:32 pm 
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Very Nice Work !  What we do for orbital weapons platforms (Spaceships, etc.).  We don't play BFG, so didn't want to buy more toys (!).  I collect 9+ Epic Armies (SM, Traitor SM, IG, Ork, Eldar, Chaos/Cultists, Squats, 'Nids, Tau & Kroot. I consider Titan Legions Imperial Support Forces ... so 9 + !    :D  We use the excellent SM1 Off Board Support Rules. As well as a few others SM1 & 2/E40K concepts, since we've been "Epicing" since '90.  We will use 85-90% of the E:A rules as we believe they are the best yet !  But still like some of the old rules, like Off-Board Spt (O-B/S),  SM1/AT1 Scenario system, Over-the-Top, SM1 Templates etc.  So the problems we saw after over the 15 years of playing/collecting Epic, that sometimes too much detail is just that - too much ... So as I said, all our Epic armies use the SM1 O-B/S system for all forces, which includes missiles of all types and Barrages(Lt., Med. & Hvy). With few exceptions (Orks can't use Missiles, for example).  However, with all that being said, we all feel on this site, "Do what works for you".  So by letting us know your ideas, no matter what, is a good thing. And what rules you and your crew use is your choice.  Plus in an "intellectual" discussion all points of view are welcome !  So as always - Do what works for you - not me ! :;):  And besides, I might like your ideas and us them ! :;):

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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sat Jul 09, 2005 4:44 pm 
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Ah, a fellow old-time epicer! I liked the OBS rules too, and I picked up a copy of SM a while ago for the models (who needs these new-fangled models anyway?)

To be perfectly honest, I see no problem with replacing starships with off-board support, after all, it IS off-board support, the same rules will do perfectly well for both.

However, these are not fan rules that I use, these are suggestions for an addition to the "official" list. Hopefully Maksim will have the time to look these over and might even like them :)


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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sun Jul 10, 2005 12:42 am 
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Quote (Charax @ 09 2005 July,12:54)
I don't really want anything to be 1+ - you can only have one ship, and if that happens to be a droneship, then you're negating the choice that people pay extra for. Same with making the others 0-1. 0-2 maybe, that'd stop someone taking 2 mycetic reinforcements + Nightmare spores.

Sorry ment 0+ for the pyro acid. ?As for 0-1 for the other two I ment for each one.
Thus:
0+ pyro acid
0-1 nightmare spores
0-1 mycetic spores

I just don't like the idea of a hive ship with 2 nightmare spore attacks 2(D3-1) Bm per formation takes 0-4, four will break most support formations.

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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sun Jul 10, 2005 12:51 am 
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Most formations will have leaders, so will take a maximum of 1BM per NS attack, and will then be able to regroup - I see no reason to limit them further


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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sun Jul 10, 2005 4:28 am 
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Glad to see another old timer on the boards, Charax !  And as I said, all your ideas are welcomed ! :D  As far as old or new models ... I've got a det. or two (or more !) of most Epic stuff ever made ! Mks I thru V or VI, etc. !  It's all good ! :D

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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sun Jul 10, 2005 5:03 am 
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Quote (Charax @ 09 2005 July,08:44)
To be perfectly honest, I see no problem with replacing starships with off-board support, after all, it IS off-board support, the same rules will do perfectly well for both.

There were a few of us who fought to have Space support treated as ?Off Board? and did not like the silly ?BFG? mini on the board thing. Oh well, old fight. :L

Most of your suggestions seem like they would work. I would like to see them in action to make any judgments though. :;):

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 Post subject: BIO-NAVY: Quasi-repost: Tyranid Orbital Assets
PostPosted: Sun Jul 10, 2005 5:41 am 
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But without the BFG mini requirement, SG wouldnt be able to sell more models, and therefore milk money out of us :)

Why do you actually need the BFG model anyway? it dosent actually DO anything.

How cool is it that we have a Jake Blues emoticon? I mean really :blues:


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